Earthquake usage
- DoomGuy
- Posts: 47
- Joined: Tue Apr 25, 2006 4:02
Earthquake usage
I am trying to make it seem like a bomb was dropped just outside of a building where the player can't see. There is already a hole/pit out there but the player can't see it yet. Is there a way to set the damage to kill the monsters that are within the DamageRadius? I don't want the player to die so I put him outside of the DamageRadius. If so, how is it done? Thanks!
- ChupaReaper
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I'm not too sure on how to use the quake to kill the monsters, but you could use 0 damage with the quake, allowing you to put the player in the quake radius, so the player actually sees a tremble, then use destroything (or might be thingdestroy or thing_destroy, definatly one of those...) to kill all the enemies. I've done that before and it worked fine.
- DoomGuy
- Posts: 47
- Joined: Tue Apr 25, 2006 4:02
How would I do that?
Would I use a script and have the quake and then the thing_destroy (or whatever it is) ? I have not done much scripting.... would someone give me an example of how it would be written? Thanks.
- ChupaReaper
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This is from the map I made:
radius_quake(6,2*35,0,128,1);
delay(1*35);
thing_destroy(2,0);
Here's what it does: the first line sets a tremble of an intensity (how powerful) of 6 (which is good enough for the likes of a ceiling collapsing!), for 2 seconds (2*35), a damage radius of 0, which means no damage is caused by the quake (thus not effecting the player, or monsters), then a tremour radius of 128 (how far the effect will be, those out of range wont see any tremble), and finally, it effects a mapspot tagged 1. So anything within 128 map pixels of the mapspot tagged 1 will see a tremble, but not get damaged, so make sure the player is within range of the mapspot, the monsters don't even have to be anywhere near the quake, it works more like a camera effect for the player only.
Next is a delay for 1 second.
Then, every monster tagged 2 is killed (with thing_destroy, the second parameter controls gibbed death, 0 = off 1 = on.)
radius_quake(6,2*35,0,128,1);
delay(1*35);
thing_destroy(2,0);
Here's what it does: the first line sets a tremble of an intensity (how powerful) of 6 (which is good enough for the likes of a ceiling collapsing!), for 2 seconds (2*35), a damage radius of 0, which means no damage is caused by the quake (thus not effecting the player, or monsters), then a tremour radius of 128 (how far the effect will be, those out of range wont see any tremble), and finally, it effects a mapspot tagged 1. So anything within 128 map pixels of the mapspot tagged 1 will see a tremble, but not get damaged, so make sure the player is within range of the mapspot, the monsters don't even have to be anywhere near the quake, it works more like a camera effect for the player only.
Next is a delay for 1 second.
Then, every monster tagged 2 is killed (with thing_destroy, the second parameter controls gibbed death, 0 = off 1 = on.)
- DoomGuy
- Posts: 47
- Joined: Tue Apr 25, 2006 4:02
Thank you!
Tried out your suggestion, Chupareaper, and it worked perfectly! Thanks for your help.
- ChupaReaper
- Posts: 202
- Joined: Fri Jun 15, 2007 16:35
- Location: England
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